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#32 (permalink) |
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Frequenter
![]() 104
- 7
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Finished the tower, mostly. It needs rooms to break up the bottom floor but for all intents and purposes the outside appearance is done. Unfortunately it weighs in at just a shade over 11k. There are a few hidden faces i could cull, the supports for the stairs have a few uneccessary polys at the intersects, and those gears are quite expensive so i may drop one or two of the most dense. Should be able to get it to >10k i hope.
Here 'tis. Going to work on more simple stuff now haha! ![]()
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#34 (permalink) |
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loves polygons
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The tower looks really nice but looking at the overall model I notice the fact that all the detail (the one that takes most of the polycount) is in the upper part of the building and apparently you can't climb there, the stairs are broken. On the other hand the lower part that will be closer to the player is really boxy with not a lot of detail (2 windows, one door and 2 steps :S).
The gears look nice though, I wouldn't cut too many of them. Maybe you can optimize the smaller ones, even the bigger ones if you can. I'd cut some more stairs ![]() I don't think you should delete any detail though... so optimize what can't be seen and add it to the bottom area.
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#35 (permalink) |
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Frequenter
![]() 104
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Thanks for the input guys.
Stormy - Yeah most definitely, they really need spikes. I'll be doing that when i get around to it. Andre - Cheers for the input man. The hole in the staircase can be bypassed in crysis by using strength jump. The main reason i thought to put it there is to counterbalance the sniper rifle that will be up there. I don't want it to be overpowered. The idea is that anyone looking to be able to see someone jumping around on the stairs and shoot them while they are out of armour mode, so the would-be sniper can't just cloak himself all the way to the top, then shoot from cover with armour on. I'll be dropping a few of the steps though like you suggested as i reckon that will look cool. PRobably break a few as well. Rooms in that bottom floor + a nice entrance motif above the door are on the agenda as well, but for now i'm just building up the level around it. Here's the next little shack, 1000 tris here. ![]()
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#37 (permalink) |
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Elderly Artist
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Can't believe I've missed this thread up until today. This is some seriously inspiring work, really digging the effort you're putting in. I echo what everyone has said already, these models have great character and the town is really coming together. Can't wait to see more, texturing is really going to bring this to life. |
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